Fighter
Base Class: Fighter

This fighting style requires calm and meditation, granting the fighter Zen points that are used to enhance their fighting abilities; these points reset after a Short Rest. Likewise, as the fighter trains and learns, new tactics and techniques are learned in order to gain full battlefield control from a distance

Tactical Superiority

When you choose this archetype at 3rd level, you learn tactics that are fueled by Zen points.

Tactics. You learn three tactics of your choice, which are detailed under “Tactics” below. Many tactics enhance an attack in some way. You can use only one tactic at a time.

You learn two additional tactics of your choice at 7th, 10th, and 15th level. Each time you learn new tactics, you can also replace one tactic you know with a different one.

Zen Points. You have two Zen Points which are expended when you use it. You regain all of your expended Zen Points when you finish a short or long rest.

You get additional Zen Points at 5th, 11th and 17th level.

Saving Throws. Some of your tactics require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:

Tactic save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Wisdom of the Sages

At 3rd level, you gain proficiency in a skill or with a tool

Tactics

The following Tactics can be chosen and used by spending Zen Points. 

Bow Precision

When you make a weapon attack roll, you can expend one Zen Point gain advantage to the roll, before or after the roll, but before any effects are applied.

Chink in the Armor

When you hit with a weapon attack, you can expend one Zen Point to add 1d8 damage to the damage roll and the target must make a WIS saving throw (DC {{savedc:str,dex}}). On failure, it is frightened of you until the end of your next turn.

At Level 14, the extra damage increases to 2d8

Close-Quarters Shooter

Before making an attack, you can expend one Zen Point to cancel disadvantage at any targets within 5 ft until the start of your next turn.

Create an Opening

When you hit with a weapon attack, you can expend one Zen Point to deal 1d8 extra damage and allow a creature that can see or hear you to use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

At Level 14, the extra damage increases to 2d8.

Pin-Point Targeting

At the start of your turn, you can expend one Zen Point to ignore half or three-quarters cover until the start of your next turn.

Seize the Shot

As a Reaction, you can expend one Zen Point to make a ranged Attack of Opportunity against any creature that an ally is attacking in melee. If you make the attack, you can choose to either do damage or grant advantage to your ally on their next attack against that enemy or the enemy disadvantage on their next attack against your ally.

Sidestep

When a creature misses you with an attack, you can use your reaction and expend one Zen Point to make a 5 ft step (not provoking AoO) and make a weapon attack against it.

Tactical Evasion

When you are moving, you can expend one Zen Point to increase your AC by your Wisdom modifier until you stop moving.

Targeted Shot (Hands)

When you hit a creature with a weapon attack, you can expend one Zen Point to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw; on a failed save, it drops the object you choose. The object lands at its feet.

Targeted Shot (Head)

When you hit with a weapon attack, you can expend one Zen Point to require the target must make a INT saving throw (DC {{savedc:str,dex}}). On failure, the target has disadvantage on all attack rolls until the end of your next turn.

Targeted Shot (Torso)

When you hit with a weapon attack, you can expend one Zen Point to add 1d8 damage to the damage roll, and, if the target is Large or smaller, it must make a STR saving throw (DC {{savedc:str,dex}}) or be pushed up to 15 ft. away from you.

At Level 14, the added damage amount increases to 2d8.

Targeted Shot (Wings)

When you hit with a weapon attack, you can expend one Zen Point to add 1d8 damage to the damage roll, and the target must make a STR saving throw (DC {{savedc:str,dex}}) or drop 20 ft. If this causes it to hit the ground, it takes additional falling damage.

At Level 14, it increases to 2d8 damage

Trick Shots

You can expend one Zen Point as bonus action on your turn to gain advantage on all attacks for an single action against one target until the start of your next turn.

At level 11, this increases to two Zen Points per attack action. At level 17, this increases to 3 Zen Points per attack action.

Volley

You can use your action and expend one Zen Point to make a ranged attack against all creatures within 5 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

At Level 10, you can make attacks targeting up to 4 creatures within 10 feet of the point; at Level 17, you can spend 2 Zen Points to make attacks targeting any number of creatures within 10 feet of the point.

Consistent Zen

Once per Short Rest, if you kill a creature, you regain one Zen Point.

Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)

Unrelenting Zen

When you roll initiative and have no Zen Points remaining, you regain one Zen Point.

Field Marshall

Once, as a Full-Round Action, you and all allies you can see (within 60) ft to take one of the following actions: move up to half of their movement speed without incurring Attacks of Opportunity, make a single melee or ranged attack, cast a spell, or take the Dodge action.

This feature resets after a Short or Long rest.

Persistent Zen

When you roll initiative and have no Zen Points remaining, you regain two Zen Points.

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